I see no issue with the small list that Revven suggested, personally.
That said, like many I guess I just like to get my hands on something to get a feel for it myself and put everything in perspective before I can really related to the feedback other people are giving :3
I guess it's also worth mentioning that it's funny what players will overlook on their first impressions due to whatever mindset they go in with: In one of the earlier versions of a combat system for a board game I'm dabbling with one of the playtesters (a very experienced professional board game designer) was honestly baffled why I'd included one of the moves in the game, as it basically required both you and your opponent to not move for a turn to connect. I pointed out it's theoretical usage (which is more than you'll get from Sakurai admittedly
) inspired by tactics I'd noticed in actual high-level matches of Soul Calibur, but the tester seemed unconvinced and claimed he could never see a situation coming up where he'd use it...
Two turns later he won the entire fight decisively by using the move in question, much to the amusement of all present XD
Moral of the story here is... there might be tactics we're not seeing yet just because we don't have the right line of thinking to spot them. All the same, however, I see no issue with people giving constructive feedback anyway and if they're not enjoying it then it's the task of a good designer to work out why and see if it can be/needs fixed :3